194,760 Commits over 4,079 Days - 1.99cph!
Use transform.position when updating train position, instead of rigidbody.position or rigidbody.MovePosition. I discovered only transform.position correctly moves parented rigidbodies (like ragdolls) along with the train as if they're in local space. THIS FIXES RAGDOLLS FLYING OFF.
Merge Main -> PhysicsLayerRevamp
My collider changes messed with the scrap heli inertia tensor. Manually set it to the old, known-good values.
Further cleanup of scrap heli
Forgot to save the latest prefab
Rebuilt the collision setup for the scrap heli, using all convex colliders. This allows ragdolls and items to collide with all parts of the mesh. Made a few new convex mesh colliders to help build it.
Fixed normal renderers not actually being disabled (broke after moving disabling to PreProcess)
Added 2 revisions to the gun racks.
Large Horizontal and Large Tall
- still need to tweak the textures ever so slightly
- updated corresponding deployables for testing
Do not try to sign local builds on windows
Merge pull requests
* Added flags of the world to DIconBrowser (Community Contribution)
* Do not set PANEL.ClassName in vgui.CreateFromTable to a missing variable (Community Contribution)
Add ability to disable instanced rendering for a prefab via InstancedMeshFilter
Exterior lighting & exhaust WIP
Renamed InstancedRenderComponent to InstancedMeshFilter
Material & prefab changes after enabling GPU instancing / using InstancedMeshFilter
v_ & w_ diver assault rifle fbx file updates
world model now has reduced lod chain, starting from the original LOD2 which is now acting as LOD0
Tweaks to make the chain look less floaty
Add support for rotation constraints to FP.BurstCloth
merge from shader-improvements/merge/aux2merge/ merge hell
Throw error instead of auto enabling GPU instancing (incase they don't spawn prefab while in editor and miss it)
Multiple materials will work with indirect rendering too
Don't global network doors by default
Send global network when entity is first spawned
Automatically enable GPU instancing on materials when used with instanced rendering
Revert "Fix a small visual glitch with DListView column layout"
merge shader changes
Fix shader compile related script
Update .gitignore
merge from weapon_switching
Fix instanced rendering to work with multiple materials
merge from main -> global_networked_bases
Tweaks to weapon switching. Can now be enabled/disabled and also have a chance to be enabled.
Updated prefabs to enable it with a 40% chance for now.
Added and Setup Vintage Alarm Clock Prefab
Fix compile error by changing #IF UNITY_EDITOR to a convar `UploadAnalytics`
cherrypicking water5_final merge from Aux2-old
merge from ferry_terminal
Merge from main/shader-improvements/merge
Fixed post-merge shader errors
merge from research_bench_nre
merge from analytics_held_items
merge from ferry_terminal